
(12-19-2014, 09:46 AM)Gegenji Wrote:You gotta work with what you have. As a leveling WAR I'd overpower once, then flash until out of MP (lol aka three or four times). It saved a hell of a lot on my TP during pulls, and I would always make sure I was at full TP before going into a fight (I like to stand where I am and do /stretch when I'm filling up, the party usually seems to understand what that means).Â(12-19-2014, 09:38 AM)Berrod Armstrong Wrote: When you go in, go hard: Beserk, Steel cyclone, go crazy (when beserk gives you that pacification debuff and no one cleanses you, by the time you flash twice it's over!). If you ever end up with infuriate while also having 5 stacks, go wild -- unchain yourself, Steel cyclone, overpower, flash, be a beast. Playing warrior isn't about sweating over GCDs and squinting at your infuriate stacks, it's about being a bloody beast with your abilities so that you get to the top of the threat table by so far a margin that by the time the DPS catch up, you're ready to wreck again.
Is that how it works? WAR is... 37ish on my main and I've been trying to figure out how to maintain aggro on groups without running myself dry in short order (and, as mentioned, the bevvy of NIN seem to never give me that tasty Goad). Currently, in dungeons, I tend to throw a few Overpowers, Flash a time or two, and then focus damage on one target while using the third in the basic combo to smack either the enemy that will be next in line or... more likely... whatever target the OTHER DPS is hitting rather than the main target (also known as what the FIRST DPS is hitting, since it's not uncommon for them to pick their own targets rather than hit what I'm hitting).
Is it just a matter of not having my entire toolset yet? Or am I just fundamentally approaching it wrong?
The way I see it, Paladins have a one-two-three structure with steady threat abilities and cooldowns to keep them alive. They play a piano, and it's a beautiful song. People who enjoy structured playstyles tend to enjoy it and hold it as superior, from what I've noticed.
Warriors: You have your box of hammers and your job is to find a way to fuck up as MANY things with those hammers as possible and keep them as angry as possible at you while your buddies wreck them. It's visceral, wild, thrilling and requires that triggery sort of nature. Playstyle for the wild ones!Â
They both are excellent jobs, and it's really a matter of your preference in playstyle. From there, it's up to the player to learn to master the use of the tools given to do the job!